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The Research Of Skinning Method Based On Key-pose Interpolation

Posted on:2009-01-21Degree:MasterType:Thesis
Country:ChinaCandidate:Y Q WangFull Text:PDF
GTID:2178360248450004Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
In 3D computer animation, the human body as a role has always been the goal of researchers that they are interested in. Although the computer animation is more and more important in many areas, but so many problems of human animation has still not been able to solve well. The main reason is that there are more than 200 DOF, the movement is very complex, people's irregular in shape, muscle deform when the body moves, the difficulty of simulating human's hair, skin and clothing, the human personality, expression ever changing and so on. In addition, since the human are so familiar with themselves, so uncoordinated movement can be easily detected by observers. It can be said that human animation is the most challenging issue of computer animation, and that one of the main challenges is how fast to achieve the real human's skin deformation.We develop a pose-based and identity-based modeling method which is very robust to irregular, incomplete, and less data is based on the identity and profile modeling was proposed. By incorporating other information , a model which can express the interdependence of pose-dependent deformation and individual variation was built. An example-based skin deformation animation system optimization method was proposed, so inverse PSD can provide better performance and reliable interpolation. Describing the inverse as a minimum problem, in view of a example-based skin deformation plan, we have proposed a unified model that incorporating the shape interpolation. As the skin deformation cost largely of computing, a accelerate algorithm is presented which is applicable to GPU with SIMD architectures. Joint weights for each vertex are automatically calculated from sample poses, thereby reducing manual effort and enhancing the quality of skin deformation which requires accurate joint weights.
Keywords/Search Tags:Skin Deformation, Example-based, Computer Animation, Identity, GPU
PDF Full Text Request
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